HOME | DD

#animation #gif #backhandpring
Published: 2015-12-21 04:50:00 +0000 UTC; Views: 3306; Favourites: 24; Downloads: 0
Redirect to original
Description
My first go at some actual animation! It's a bit jumpy and rushed, but I'm quite happy with it as it's my first try. Something about the start of it doesn't look right, but I can't figure out what it is so any ideas to fix it are welcome!EDIT: Added more frames to more natural and smoother, also did a few tweaks here and there.
Done in photoshop, 35 frames.
Related content
Comments: 13
QueensNebula [2015-12-23 21:27:18 +0000 UTC]
Wow this looks much better Dude keep it up! <3
π: 0 β©: 1
Ghost-Lyre In reply to QueensNebula [2015-12-24 01:28:44 +0000 UTC]
Thank you! This was fun so I might doΒ more later on or refine this c:
π: 0 β©: 0
QueensNebula [2015-12-21 11:08:02 +0000 UTC]
It's nicely done but you might want to add a bend in the arms before the flip and a bit more compression before the character jumps and lands. A side from that it follows a good path of action.
π: 0 β©: 1
Ghost-Lyre In reply to QueensNebula [2015-12-21 11:17:32 +0000 UTC]
I see what you mean, thanks for the feedback. I might add a few more frames just to make it a little smoother too.
π: 0 β©: 1
QueensNebula In reply to Ghost-Lyre [2015-12-21 11:30:00 +0000 UTC]
No problem the volumes are also very consistent which is very good! Just keep in mind for every second of animation 24 frames is best to work with to make it look smoother. ;v; I hope the feedback was not harsh because I mean you do have a lot of good thing working for it to like I said the volumes and stuff are a big thing and it appears you have a nice concept of that as well the character follows a path of action which is good to.
π: 0 β©: 1
Ghost-Lyre In reply to QueensNebula [2015-12-21 11:39:47 +0000 UTC]
Don't worry, it wasn't harsh at all! I looked at a bunch of diagrams and videos to help get the movement right, glad it kinda paid off.Β
π: 0 β©: 1
QueensNebula In reply to Ghost-Lyre [2015-12-21 11:40:57 +0000 UTC]
Action analysis will be your best friend when animating Β
π: 0 β©: 0